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    • 91. 发明授权
    • Secure online gaming registration system with privacy controls
    • 安全的在线游戏注册系统与隐私控制
    • US09465931B2
    • 2016-10-11
    • US13475681
    • 2012-05-18
    • Kevin M. HigginsErik B. PetersenSteven G. LeMay
    • Kevin M. HigginsErik B. PetersenSteven G. LeMay
    • G07F17/32G06F21/41
    • H04L63/0884G06F21/41G06F21/6245G07F17/3225G07F17/3241
    • An online gaming registration system allows online gaming patrons to register once and use this registration to create online gaming accounts with gaming Web sites, thereby avoiding having to show proof of residency, age and other requirements set by regulatory entities multiple times. Residency rules and other requirements vary from one jurisdiction to another and the present invention addresses some of the issues that arise from this. An online gaming Web site receives a login from an online player over the Internet. The site determines that the player has an account with the online gaming site and that the account is linked to an online gaming registration system account. The online gaming site receives claims-based data relating to the online player and accepts the player as verified for online gaming at the gaming Web site.
    • 在线游戏注册系统允许在线游戏顾客注册一次,并使用该注册来创建具有游戏网站的在线游戏帐户,从而避免必须多次显示监管机构设置的居留权,年龄和其他要求的证明。 居留规则和其他要求因区域而异,本发明解决了由此产生的一些问题。 在线游戏网站通过互联网从在线播放器接收登录。 该网站确定玩家具有与在线游戏网站的帐户,并且该帐户被链接到在线游戏注册系统帐户。 在线游戏网站接收与在线播放器相关的基于声明的数据,并接受玩家在游戏网站上的在线游戏验证。
    • 94. 发明授权
    • Single sign-on for wager gaming players over a wide-area network
    • 在广域网上投注游戏玩家的单次登录
    • US09039518B2
    • 2015-05-26
    • US13546845
    • 2012-07-11
    • Erik B. PetersenKevin M. HigginsSteven G. LeMayWilliam C. Little
    • Erik B. PetersenKevin M. HigginsSteven G. LeMayWilliam C. Little
    • A63F9/24A63F13/00G06F17/00G06F19/00G07F17/32
    • G07F17/3241G07F17/3225G07F17/3237G07F17/3239G07F17/3244
    • When the player identifies herself to a gaming machine at a casino, for example by inserting a player tracking card into the card reader, she is, at generally the same time, logging onto a game provider's backend system (the game provider being different from the casino operator). This concurrent sign-on to the game provider's system is done in a non-intrusive, transparent, and passive manner. The player is not distracted from the normal steps leading to game play on the machine until she is ready to redeem points with the game provider or for some reason additional authentication is needed from the player. By virtue of this single sign-on to the game provider network, in addition to continuing game play across different casinos, the player can publish events to the Internet, such as on social networking sites, take advantage of offers targeted specifically for her, or facilitate responsible gaming programs.
    • 当玩家将其自己识别到娱乐场上的游戏机时,例如通过将玩家追踪卡插入读卡器,她通常同时登录到游戏提供商的后端系统(游戏提供者不同于 赌场经营者)。 游戏供应商系统的并发登录是以非侵入性,透明和被动的方式完成的。 播放器不会导致在机器上导致游戏的正常步骤,直到她准备好与游戏提供商兑换积分,或者由于某种原因需要来自播放器的附加认证。 凭借对游戏提供商网络的单一登录,除了在不同赌场之间持续的游戏外,玩家可以将事件发布到互联网,例如在社交网站上,利用专门针对她的优惠,或者 促进负责任的游戏程序。
    • 96. 发明授权
    • Virtual ticket-in and ticket-out on a gaming machine
    • 游戏机上的虚拟机票和机票
    • US08613659B2
    • 2013-12-24
    • US13229494
    • 2011-09-09
    • Dwayne R. NelsonSteven G. LeMayJim A. VasquezScott T. Gowin
    • Dwayne R. NelsonSteven G. LeMayJim A. VasquezScott T. Gowin
    • A63F9/00
    • G07F17/3244G06Q20/0457G07F17/3211G07F17/3223G07F17/3251
    • A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device.
    • 描述了与顾客控制的便携式电子设备(例如智能电话或平板计算机)兼容的游戏系统。 游戏系统可以包括电子游戏机,其兼容以接收可在电子游戏机上获得信用的可兑换的虚拟票券和打印的票券。 与虚拟票券相关联的信息可以存储在由顾客控制的便携式电子设备上,然后可以被无线传输到电子游戏机。 电子游戏机可以被配置为发行可以在另一电子游戏机上兑换现金或额外的游戏的虚拟票券和打印的票券。 在一个实施例中,电子游戏机可被配置为向顾客控制的便携式电子设备发行虚拟票券。
    • 97. 发明授权
    • Anonymous player tracking with mobile devices
    • 用移动设备匿名玩家跟踪
    • US08597111B2
    • 2013-12-03
    • US13157166
    • 2011-06-09
    • Steven G. LeMayDwayne R. Nelson
    • Steven G. LeMayDwayne R. Nelson
    • G06F17/00
    • G07F17/3225G06Q30/00G06Q50/34G07F17/3239G07F17/3288
    • A monitoring system for monitoring customer activities within a casino enterprise is described. The monitoring system can be used to determine a current utilization of casino activities so that an optimal mixture of activities can be offered by the casino. Further, the system can be used to identify customers, based on their utilization of the activities, whose loyalty that a casino enterprise may wish to cultivate. In particular embodiments, the monitoring system can be configured to passively track portable wireless devices and associate the portable wireless devices with activities within the casino enterprise that are not attributable to customers registered in a loyalty program. The identity of the person controlling a particular portable device can be unknown. A virtual customer account can be created where the first portable device is used to identify a virtual customer associated with the account. Based upon identification of the first portable device, activities can be associated with the virtual customer and store to the virtual customer account.
    • 描述了一种用于监控娱乐场企业内的客户活动的监控系统。 监控系统可用于确定赌场活动的当前利用情况,以便娱乐场可以提供活动的最佳组合。 此外,该系统可以用于识别客户,基于它们利用活动,其赌场企业可能希望培养的忠诚度。 在特定实施例中,监视系统可以被配置成被动地跟踪便携式无线设备并将便携式无线设备与娱乐场企业内的活动相关联,这些活动不可归因于在忠诚度计划中注册的客户。 控制特定便携式设备的人的身份可能是未知的。 可以创建虚拟客户帐户,其中第一便携式设备用于识别与该帐户相关联的虚拟客户。 基于第一便携式设备的识别,活动可以与虚拟客户相关联并存储到虚拟客户帐户。
    • 100. 发明申请
    • ATTRACT BASED ON MOBILE DEVICE
    • 基于移动设备的引导
    • US20130053148A1
    • 2013-02-28
    • US13220430
    • 2011-08-29
    • Dwayne R. NelsonSteven G. LeMay
    • Dwayne R. NelsonSteven G. LeMay
    • A63F9/24
    • G07F17/323A63F13/12A63F13/85A63F2300/204G07F17/3239
    • A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to detect the presence of portable electronic devices and determine their locations in a casino environment and determine whether to initiate an attract feature. Based on the determined location of the portable electronic device, nearby gaming devices, such as electronic gaming machines can be selected for use in generating an attract feature for a patron. The generated attract feature can include outputting content to one or more EGMs and/or a patron's portable electronic device. The gaming devices selected for use in an attract feature and/or the content associated with the attract feature can be affected by patron specified preferences. In one embodiment, the patron specified preferences can be entered and stored using an application executed on their portable electronic device.
    • 描述了与顾客控制的便携式电子设备(例如智能电话或平板计算机)兼容的游戏系统。 游戏系统被配置为检测便携式电子设备的存在并确定其在娱乐场环境中的位置并且确定是否发起吸引特征。 基于确定的便携式电子设备的位置,可以选择附近的游戏设备,例如电子游戏机,以用于产生顾客的吸引特征。 产生的吸引特征可以包括向一个或多个EGM和/或顾客的便携式电子设备输出内容。 选择用于吸引特征的游戏设备和/或与吸引特征相关联的内容可以受到顾客指定的偏好的影响。 在一个实施例中,可以使用在其便携式电子设备上执行的应用来输入和存储顾客指定的偏好。